runnable fragment

Shader

suboptimal-shader-tutorials generative glsl runnable fragment MIT
code snippet
precision mediump float;

uniform vec2 u_resolution;
uniform sampler2D u_texture_0;

void main() {
  vec2 uv = gl_FragCoord.xy / u_resolution;
  uv.x = uv.x * u_resolution.x / u_resolution.y;

  vec3 color = vec3(0.0);
  color = vec3(uv, 0.0);

  // note: add this to VS Code settings.json when using the glsl canvas extension
  // "glsl-canvas.textures": {